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Character above all characters but not over all tiles.[XP]

Is there a way to make a character be above all other characters
in a map but to not be above all tiles with priorities greater than
0? The event has to have the name of "Air Enemy"

Don't bother saying to me to use the "Always on Top" function,
because it makes the character be above tiles which priorities are greater
than 0.

If someone could give me a viable solution I would be grateful.
 
You can change the priority of a character set graphic by making it taller.
Something like:

165-Small07a.png


You'll have to set the "Through" option, since the event is actually on the tile below the graphic.
 
what i'm talking about is to have an event above all characters but even if it
is above all characters, the tiles still work correctly, not that you are above
them too.

Example:

What I want:
2z8rxas.png

As you can see, the bird is above another event, but it is below the tree because the tile priority.

What I do not want:
2mnm329.png

As you can see, the bird is above another event, but it ignores the tile priority and goes above it.
 
So was I....

Like this? http://hbgames.org/user_files/Mario_Priority.exe

when it flies across in front of the tree (notice where the shadow is), it's above the character,
when it flies across in back of the tree (really on the same row of tiles as the base of the tree), it's behind the tree, but still in front of the characters.

The event (where you place it on the map) is one tile below where the bird displays.
So now, the bird actually behaves like it's above the ground.
 
that's exactly what I am talking about, but I need for the air enemy to have
two events, the enemy and the shadow. The enemy of whom the shadow is is two tiles up from the shadow event. The enemy, when spotting the player, the enemy event goes towards the shadow event and they both advance. Finally, the enemy event goes two tiles up and it is how it was before. I show you this so that you know why I need two events, not one with a shadow included and a little more higher.

Thanks.
 
what if you made 4 different character sets. one flying high, one descending, one flying low, and one ascending..

165-Small07a.png
165-Small07b.png
165-Small07c.png


then when you want to 'swoop' down, you could just switch character sets, let it animate once for the descent & ascent...
you'd have to play with the timing, or use a discreet move route with a single move forward for the descent & ascent before switching to the other high or low image.
 
there's a problem. the shadow event checks that when it collides with the player and that the enemy is also in the collison
starts the battle, so making it swoop graphicalluy won't work, because it has to check whether the enemy is on land(over the shaddow event) or in the air(two tiles abve the shadow). Plus, it wouldn't look graphically smooth.
 
You can't do what you want to do with collisions (player touch or enemy touch). You would need a parallel event that checks the proximity to the player, then swoop when it's 2 tiles away.

How does it look with the diagonal move route commands (Move lower right, lower left, etc...)?
 
i scripted in the Game Event myself the specified events by putting them specific names.
In both I put the proximity and some tweaks.
I have no problems with that.
The problem I have is the one already stated from the start.
I guess it can't be done the way I have it.
 

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